Dwarf Fortress Bug Tracker - Dwarf Fortress
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0010432Dwarf FortressAdventure Mode -- Combatpublic2017-12-06 20:312018-08-14 22:15
a52 
 
normalmajoralways
newopen 
0.44.02 
 
0010432: Venoms don't seem to work in turn-based mode (adventure or when controlling a creature in arena)
Playing as a black mamba man, I found that my bite, which should be able to kill a full-grown dwarf in seconds according to the wiki, couldn't even make a chicken nauseous. I've done some testing, and when biting as/being bitten by a venomous creature in either adventure mode or when controlling a creature in arena mode, the syndromes never seem to take effect.

If you switch out of creature control into real-time in arena mode, the syndromes instantly kick in and quickly kill the target.
Create a black mamba man (or similarly venomous animal person) adventurer or take control of one in arena mode. Bite something small that a black mamba could kill easily. Watch as the target fully heals from the bite puncture wound before it's affected by the venom.
adventurer, adventurer mode, arena, combat, syndrome, venom
Issue History
2017-12-06 20:31a52New Issue
2017-12-06 20:32a52Tag Attached: adventurer
2017-12-06 20:32a52Tag Attached: adventurer mode
2017-12-06 20:32a52Tag Attached: arena
2017-12-06 20:32a52Tag Attached: combat
2017-12-06 20:32a52Tag Attached: syndrome
2017-12-06 20:32a52Tag Attached: venom
2017-12-07 12:24chaosvoltNote Added: 0037256
2017-12-07 12:25chaosvoltIssue Monitored: chaosvolt
2017-12-07 19:34a52Note Added: 0037262
2017-12-14 09:39chaosvoltNote Added: 0037305
2018-08-14 22:15chaosvoltNote Added: 0038718
2018-08-14 22:15chaosvoltNote Edited: 0038718bug_revision_view_page.php?bugnote_id=0038718#r15746

Notes
(0037256)
chaosvolt   
2017-12-07 12:24   
Adventure-mode time scale is a lot slower than fort-mode time scale. For example, suppose I added a venom set to kick in with full intensity in 0 ticks, in adventure mode (or controlling a critter in arena, which uses the same timing) you still have to wait around a dozen turns before symptoms occur. 100 is an adequate duration for modded-in potions, as a result.

Maybe 90% of syndrome effects can be made to bypass this oddity. The ABRUPT modifier that works for most effects, generally at most you only have to hit period once afterwards.

The DWF_STRETCH modifier can be used to make a syndrome last longer in dwarf mode, but this does nothing to resolve how long it can take for a symptom to kick in.
(0037262)
a52   
2017-12-07 19:34   
Ah, yes, you're right. I knew the timescales were different, but I didn't realize they were quite /that/ different. (I had to press "." at least a thousand times before the victim was paralyzed.)

I'd still suggest that something be done to make venoms more useful, even if it's not actually a bug. Even if they technically take the same amount of game time to activate in fortress mode, a dwarf can only move a few tiles before death after being bitten by a black mamba in fortress mode, while in adventurer mode they could move at least one whole map tile before the effects kick in.

It's not really a bug, but I think it's still something that should be looked at.
(0037305)
chaosvolt   
2017-12-14 09:39   
Easy solution...i think, I hope, would be to make full use of the DWF_STRETCH feature.

Thing is, I don't know if that affects the start time and peak time, or if's only the total duration.
(0038718)
chaosvolt   
2018-08-14 22:15   
Issue 0010604 gives some info on how to correct for this.